/Engine/Plugins/Experimental/TextToSpeech/Source/TextToSpeech/Public/TextToSpeechEngineSubsystem.h
Deactivates a text to speech channel and stops any vocalized strings on that channel. Future Requests for text to speech functionality will do nothing. If the provided channel Id does not exist, nothing will happen.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void DeactivateChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )